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INCENSED MODS ([personal profile] treasuremap) wrote 2022-06-01 08:10 pm (UTC)

MAY 2022

QUESTS — May 2022
THE NIGHT OF 100,000 NEEDLES
POSTING LOCATION: All cities
DESCRIPTION: While everyone was fighting off monsters borne of their nightmares brought on by the incense, no one seemed to take notice of the strange going-ons within Coatepec's own Passiflora. By the time the mist cleared and things started returning to "normal", the owners had noticed a few new developments amongst the plants growing within the greenhouse - notably in the cacti. They'd started flowering well ahead of season which while curious, wasn't something they were too concerned with. Then over the next week they began growing, and growing, and growing until they'd outgrown their pots, and before anyone realized what had happened, nearly every single cacti had vanished. At first they were willing to chalk it up to theft, but then they saw them. The cacti hadn't vanished into thin air or had been stolen, oh no. They simply decided to grow legs and make like a tree.

They've since fled Coatepec proper and into the jungles of Copalli, their numbers rapidly growing in a new environment abundent in nutrients and plenty of incense to help them along. While they're rather cute and more likely to flee than fight, they've been causing problems for many of the locals whether they be residents of other cities or travelers. With reports and complaints of said people winding up with more than a couple dozen spines in their rears, the coterie leaders have put out a bounty to cull the pesky cacti.

Any hunters bold enough to go after them will be given a word of caution: Bring pliers.

REWARD: 50 gold pieces per cactuar slain with proof. Flowers and needles may be collected and sold, or kept for personal use.
REPORT TO: Any coterie leader.

HAUNTED RUINS
POSTING LOCATION: Coba
DESCRIPTION: The wind shifted recently in Coba, bringing with it a wave of heavy incense that smells of marsh and lakewater. That's not the only difference in this new incense - instead of the usual effects, it has been turning people slowly (and rather painfully) into apparitions rather than monsters. After staying too long in this incense, people are finding first their limbs and then their torsos and heads dissolving into a non-corporeal mist. While their minds remain intact, they can be seen but cannot interact with the world, leaving them effectively cut off from everything a person needs to survive - from food and water to human companionship. But rather than dying of hunger or thirst, these new apparitions simply drift around on the wind, always hungry and thirsty and lonely, desperate for the simple comfort of a meal and a good conversation.

Eagle thinks he has discovered the source of the new incense - a ruin near a shallow lake and marsh about a day's quest into the jungle from Coba. This strange incense hangs heavy over the water in the area and permeates the ruins, making this a relatively dangerous quest. Once characters arrive at the ruins they will find that it's low to the ground and circular, with the walls inside forming something like a maze that they will have to traverse in order to get to the center of the ruins. Throughout this mazelike building, hundreds of apparitions wander, moving through walls, trying desperately to get attention from the explorers in their midst. The atmosphere is heavily haunted, as these apparitions are very, very old and most have lost the uniqueness of their facial features and the definitions of their limbs, leaving them vaguely human-shaped things with monstrous faces that almost appear to have been melted off.

Once explorers manage to make it to the center of the maze they will find an artifact - a pale blue egg-shaped stone, polished to a glowing smoothness, with veins of dark blue running through it. It seems to be set into some kind of altar. Once the artifact is removed from the altar, it seems to lose whatever power it had, and the incense in the area returns to normal, including the incense back in Coba. Characters will find that anyone transformed into an apparition can be rehabilitated as they would be from the regular incense.
REWARD: The relic, and 500 gold pieces. Of note, only one character/group can retrieve the relic!
REPORT TO: Eagle

LOST AT SEA(SIDE)
POSTING LOCATION: Kiichpan
DESCRIPTION: Recent Sahagin activity has declined since the second relic was recovered, and the tides have been slowly reclaimed by fishers wanting to sail further out to resume their trade, as well as set out crab traps in the shallows and tide pools.

However, in the last two weeks, not all who set out have been returning home by sunset. Night fishing isn't unheard of, and all know the risks of going to sea even with reduced incense. But when a group of teenagers sent to collect traps on the local shores north of the ruins of the Great Temple go missing, a call is put out by Kiichpan's leaders to investigate what happened to them.

The answer? Those poor unfortunate souls were caught in an entirely different trap. Any who approach the shore will hear a lilting chorus of voices, drawing any listeners unerringly towards the song. What they will find at the source is fishfolk from more familiar fables: a pair of mermaids, singing sweetly, luring smitten sailors and would-be heroes to their doom in the riptides - where a school of merfolk wait with sharp teeth and razor talons to rip fresh food to shreds below the surface.

Viper and the local leaders have declared that the school must be eliminated entirely, before their numbers grow overwhelming and the song reaches the city proper. Parts of the merfolk are also of interest to researchers in the Salamanders, who will pay 1000 gold pieces for any mermaid flesh brought to them.

REWARDS: 100 gold pieces per tail fin brought in as proof of kill. Additional rewards include strings of pearls looted from the merfolk and a enchanted pearl of underwater breathing; this can be used once per day, allowing swimmers to dive and swim without fear of drowning. The effects last for two hours.
REPORT TO: Viper

PULLING UP SEEDS
POSTING LOCATION: Coba and Tikal
DESCRIPTION: With the flying Malboro rumoured to have been dealt with permanently, requests have been submitted to the coteries for an investigation around the area local to its former temple refuge, with a mind to remove any seed pods scattered by the creature prior to its demise. Recovery of these pods for medicinal purposes is greatly desired by all coteries, as they are a key component in the creation of antidotes and antivenoms, as well as other alchemical compounds.

However, be warned: exposure to any elemental energy will prompt the seeds to sprout in full, turning them into Morbol Seedlings: while these tiny tentacled inconveniences are far less potent in the halitosis department than a full grown adult, their Bad Breath attacks will still give you a bad time.
REWARD: 500 gold per seed pod harvested and 100 gold for any intact seedling parts. Successful coterie members will also receive 3 vials of antidote for their troubles.
REPORT TO: Any coterie leader.

BOBBY FLAY(ER)
POSTING LOCATION: Coatepec
DESCRIPTION: One of the lesser-acknowledged horrors of April's events were the emergence of Mindflayers on the northern island. Although they were soundly dealt with, it seems their taste for the souls of humans was piqued just enough to prompt them to begin to travel across the waters toward the mainland, propelling themselves underwater or even floating above the surface. Naturally, they are a danger to any living thing, and the posting indicates they be prevented from reaching the cities by any means necessary.

However, the Salamanders also wonder if they can be communicated with, and are specifically paying for any efforts to attempt to do so. Although they have few suggestions on language and communication, they recommend trying with and without one's medallion on in order to see if it makes any difference. Furthermore, they have suggested presenting offerings of either shiny and/or magical items, or perhaps live prey, such as a captured monster (preferably no regular livestock, as those are a precious resource, but can be done sparingly), to see if it will earn their trust. While characters will find that they will never communicate in a mutually understood tongue, some may actually be successful in staving off immediate hostility with their offerings, and can even convince the Mindflayers to leave the area peacefully using this method. It could be the start of a very interesting... alliance?
REWARD: 100 gold pieces per Mindflayer slain; 500 gold pieces for any and all documented information regarding the Mindflayers' communication, with a bonus for successful contact.
REPORT TO: Salamander

BLOOD MOORS
POSTING LOCATION: Tikal, Coatepec
DESCRIPTION: The marshlands between Tikal and Coba have always been a treacherous area that travelers are warned away from becoming lost in. The bog can entrap unsuspecting people in the thick mud and suck them under the surface of standing water like quicksand, and the monsters that stalk the swamps are often especially wild and notably poisonous. Still, there are some beneficial things to find there, such as the rare cockatrice renowned for their flavorful meat and a host of medicinal plants, some of which are directly edible in a pinch. The Salamanders often send gathering groups here under the protection of the Jaguars, but recent events have... severed that tie, at least temporarily, and now the two coteries are interested in sending adventurers to a particular part of the lowlands known as the Blood Moor for two very different reasons.

The Jaguars have become aware of a surplus of Mantis monsters in the area which seem to glow almost radioactively. It makes them extremely easy to spot in the murky darkness of the jungle below mist-level, but their ability to fly and move quickly still make them difficult targets to pin down. Should this toxic strain spread too far, it could create a continent-wide problem, and thus need to be carefully eliminated without allowing any to escape.

The Salamanders, on the other hand, have been alerted to poisoned water in the marshlands, quite possibly due to the breeding grounds of these poisonous mantises. Although the Blood Moor is not a well-traveled area, it would still behoove them to treat the water and make it less lethal for anyone who does happen to be crossing through—and keep the local monsters from consuming it and becoming even more toxic and dangerous themselves. Anyone willing to travel to the area must take care not to step into the water or disturb its surface too much, or else it will give off a large plume of poisonous vapor that could kill someone that breathes it in within seconds. They will be provided with a vial of liquid to be poured into the poisoned ponds and marshes that will neutralize the poison (it isn't any use when drank directly, so don't think about using it like an antidote!).

These two threats combined are dangerous for either coterie to face alone, but if one wanted to join forces in spite of the leaders being at odds and pointedly not directing their people to work together, well... they'd probably be safer for it.
REWARD: 300 gold pieces per mantis, and 300 per waterway treated
REPORT TO: Jaguar, Salamander

T. GREEN EYES
POSTING LOCATION: All cities
DESCRIPTION: Southwest of Coatepec, a small meadow previously unnoticed due to the mist has been scouted out. Things like soft, green grass and flowers are uncommon on Copalli in general, but this particular area seems to have been a relatively safe haven thanks to its positioning at the base of a cliff and flanked by the ocean inlet, allowing its plantlife to flourish in peace all while escaping the notice of others. Large white mushrooms can be found growing in circles of various sizes—"fairy rings." A quick study by the Salamanders will find them safe to handle and edible besides, an ingredient they don't often have access to in cooking or potion brewing. In the center of each fairy ring are, oddly, collections of luminous green emeralds. They don't seem to be guarded, and investigation by magic-users will turn up no odd charms, curses, or other enchantments placed on them, so they may be gathered and either brought back to the cities for their use or kept to be made into various adornments and the like as one pleases.

Lastly, there are quite a lot of red-eyed tree frogs in the area. Cute, harmless, small and not venomous, they hop about blissfully unaware of just what might have befallen them should the incense have reached their little meadow. For their safety, the leaders think it would be best to collect them from the area and create safe spaces for them someplace closer to the cities, particularly in Coatepec where they can flourish among all the plantlife. They'd also make decent pets... if they can be kept out of the mist, of course.
REWARD: The emeralds to keep, 50 gold pieces for each frog or mushroom.
REPORT TO: Any coterie leader

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